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Discussion in 'Assets and Asset Store' started by stanislav-osipov, Sep 20, 2013.
Android Native Plugin is back again in the store ... very good
I am having some problems with the usual merging of manifests error on 9.10/24. How can I fix it? I disabled pretty much everything (except for the gallery) and it still fails. Also tried the previous suggestions but nothing...
I suggest to contact support, this thread, is not always checked.. I don't think, you will get way faster support that way..
Hey guys, I'm having a weird issue with permissions from the android manifest merger cause of the Leaderboard Id xml file.
If I have /plugins/Android/res/ids.xml with the leaderboard ids the manifest merger will add the permission READ_PHONE_STATE which asks the user to allow phone calls from the app, it's treating this xml file like an AndroidManifest.xml file for some ridiculous reason, and can't find the targetSdkVersion attribute.
Here is the issue tracker from Unity about this issue: https://issuetracker.unity3d.com/is...fest-dot-xml-file-using-latest-26-dot-0-2-sdk
Obviously this isn't great, have you guys come across this? Can I put the ids.xml file elsewhere or is there an xml tag I need to put in this to avoid the merger reading this file?
<?xml version="1.0" encoding="utf-8"?>
Google Play game services IDs.
Save this file as res/values/games-ids.xml in your project.
Just found this post which answered my questions, do these guys even test their changes? Surely the Android res folder is common in a tonne of projects and plugins....
after updated to the latest version I get a bunch of errors.
can someone help me fix this please. thank you.
Assets/Plugins/StansAssets/Modules/AndroidNative/Addons/AndroidNativeActions/GoogleAd/AN_LoadInterstisialAd.cs(38,36): error CS0123: A method or delegate `HutongGames.PlayMaker.Actions.AN_LoadInterstisialAd.OnFail()' parameters do not match delegate `System.Action<int>(int)' parameters
After almost a year there is still no Android 8 support for notifications, every other plugin supports it except this one. What's so difficult to adapt to the channel system, it's probably 10 minutes work or less. If you don't have Android 8 phones then just order one or copy the code from the other plugins. Whole google play log is full of errors even without triggering any notifications on oreo devices.
we´ve also run into the android 8 LocalNotificationReceiver-Bug wich was reported a few weeks ago.
How is the current status of the fix? Reading this thread it seems not be fixed yet and there is only the hack by editing the manifest targetSDK version.
I´m using Unity 5.6.4p4 and currently UltimateMobile 10.1/21 and in unity we target SKD 19+ (KitKat). We have around 100 tracked errors in our live product, all with android 8.0 and almost all with a galaxy s8.
On my GalaxyS9 with android 8 it seems that i cant reproduce the bug (or it´s a no-visible exception).
- can anyone give me a hint on how that exception affects the users if it appears? Is it a crash, or just a background error thrown. Does it affect the usability (like IAP or store connection)
- when will the bug be fixed in Stand Ultimate Mobile so its worth upgrading (and dealing with all the issues comming from there like manifest merge issues and such)
Not fixed yet. We also receive tons of crashes from Android 8 and 8.1. Our players are waiting for an update that we are not able not deliver right now.
Hello Stans' staffs.
I am recently trying to update Android Native Plugin to latest, ver 9.10/24 and saw you put Google Play Services 11.4.2.
But when I tried to update Android SDK Manager the latest version I can get is 11.0.4.
Can you let me know how to get version 11.4.2? I typically need library like play-services-location and play-services-tasks for other plugins like OneSignal.
Thank you in advance
Hello forum members and ANP team.
I have a question about Facebook Wrapper of your plugin.
Here we have an example of custom events:
That's what I needed, BUT. look up this method inside SPFacebookAnalytics.cs
How do you like it? So events won't work. Why do you even need this additional wrapper?
Parameters also can't be transferred. I guess it's better to just use FB SDK directly?
Hello, thx for the report.
Sorry for that incidents. That conned wasn't removed by mistake, We will fix and resubmit to Asset Store ASAP.
Is it possible to grab the image from the home page of the phone using the library (like the on button + low volume combo) ?
Or have access to the icons positions in the launcher ? e.g. if need to create an app that manages the launcher icons.
I have found this code that reads directly the frame buffer in C, how hard do you gather would it be to create a plugin that will read this in Unity ?
This would open great new ways of interaction with the phone
Hey @nasos_333 That is definitely doable.
I can promise I will look into it, but can't say we will 100% implement this, since this is very unique request.
But we can definitely collaborate with you on this, what you say?
Thanks for looking into it, i agree it is very specific but could open up many new ideas and effects.
I have looked into it a lot too, i will also post some more links of possible java based plugin implementations, i have to read them cerefully to see if they can grab the general frame buffer or are app specific though first, since the goal is to grab the mobile's desktop as it is last seen and not the app itself (this is easilly doable from native Unity functions)
I am looking forward to collaborating on it for sure, i am currently reading on Android plugins and how could be incorporated, though i am no expert on that, so will take me a bit to get more accustomed to the specifics.
Yep, that sounds good, I am currently all in work for a new Android Native Pro update.
But that may be a nice little addition to its release.
Hey @lacost -- just curious if the latest version of Android Native Pro has a fix for the LocalNotification crash that being reported?
We are rewriting every API, so new plugin will not have issues of old one, that for sure.
@lacost - Cool, ok, but the update in July that is already released didn't have a fix for it, correct?
Rewriting the every API, wow! How far along is the process? Sounds like a lot of work
No, it's not.
Yea... don't say. We just make it from scratch taking into account every detail. There will be a lot of positive changes from a technical side. Starting from the ability to "auto test" all the API before submitting to asset store to support of unity jar resolver, etc.
I should say there is 70% done already, so we will start preparing first release in 2 week.
You'll be able to get your hands on a plugin, not more than in 1 month. Most likely it will be already available on the asset store in in 2.5 -3 weeks.
@lacost Awesome, thank you so much for all the info, really appreciate your transparency!
I'm sorry. Is that a correct behaviour?
I'm getting this "Loaded: 24 Achievements" pretty often. Also on every app wake up.
using latest Ultimate Mobile package.
Doing this only once in the app:
there should be only one request from the plugin side. but I will definitely double check. Thankyou.
It may help you investigating. You see I don't have my own achievements logs. It's all inside ANP.
I'm sorry. Is that a common problem for ANP?
on Application.Quit() I'm doing this:
log shows E/CRASH: signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 00000100
I sent few local notifications at the same time
NotificationManager.SendNotification just contains
UM_NotificationController.Instance.ScheduleLocalNotification (with localization)
And the app freezes in some kind of limbo. You HAVE to close the task to reopen.
Local Notifications also won't ever shoot.
That's really unfortunate to find out directly before planned release. And I really hope there's a fix for that!
log shows E/CRASH: signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 00000100
Do you have any logs? What does to logcat says?
And another question why, would ever want to use Application.Quit() on a mobile device? There is a simple rule, you should never do this with you mobile app.
Also for what you trying to make better scenerio is the app launch.
Wehn appl is launched you canceling all your "reminding" notifications, and schedule new once.
The void OnApplicationQuit - super unreliable on mobile platform.
Also for those once who are waiting for the Android Native Pro. I just want to share the estimated.
I need to finish
- Google Play (Leaderboards, Achievements, Saved Games)
- Firebase (Analytics, Push Notifications)
Google Play - 1week, then I submit to the store, and while it's on review, I will have another week for more testing / fixing and will also finish Firebase.
Optimistic estimate - Will be submitted in 1 week. Release in 2 weeks.
Worst case scenario - Will be submitted in 2 weeks. Release in 4 weeks.
Once the plugin is submitted to the asset store, I can send this version to anyone who wants to have "early access" and ready to tests & give feedbacks.
Once plugin will be approved on asset store I will make an update with Firebase API added & improvements.
The log looks like that (app name is white flushed)
-AN: Using proxy for class: com.androidnative.features.notifications.LocalNotificationManager method:ScheduleLocalNotification
and in few seconds I get this
everything else is just some numbers and letters with only few words readable:
'UnityEngine.CoreModule.dll' and 'Allocator'
I'm using the latest Unity 2018.2.1f1
As for that. We have a clear in-game confirmation before exiting the app.
Some users may want to exit the app just like that from in-game menu.
Anyways. there's an UPDATE for the problem:
Previously I was doing the same Cancel/Send Notifications on OnApplicationQuit
as on OnApplicationPause.
OnApplicationPause - seems to work fine;
I've removed native calls from OnApplicationQuit and there's no more crash, but also no notifications after user quited like that.
As I recall previously on Unity 5.6 there was no crush, but now in Unity 2018.2.1f1 its 100% consistent. Wouldn you recommend the best Unity version for ANP? And also why can't I just call OnApplicationPause(true) inside OnApplicationQuit ?
OK. This is not a big deal. So we've removed this Application.Quit() call from the app. In that case everything seems to work as intended.
What policy does ANP uses to re-connect to GPS?
calling only once in the app (any case)
GooglePlayConnection.ActionConnectionResultReceived += ActionConnectionResultReceived;
then imagine those scenarios:
1) user backgrounded the app for 10 minutes. then reopened it.
2) internet appears (which was absent on start when Connect was called)
Will ANP reconnect to google services by itself or do I need to check that manually?
GooglePlayConnection.ActionConnectionResultReceived += ActionConnectionResultReceived;
Actually, once you connected to GPS, it will work offline even if there is no internet.
Android Native will also auto enable connection on app resume.
Google fit does not work. Please check it.
would love to get a chance to access the plugin early as mentioned above, we're blocked on a couple issues and are desperately hoping that the updated plugin resolves them.
Just contacted you directly
Hey folks. Tha Android Native Pro alpha version is ready for a test.
Feel free to contact me directly if you would like to play around with alpha and give early feedback.
Thanks a lot!
Just updated to the latest version of Android Native. I get transform.GetRendererBounds() is undefined, which comes from SA_UnityExtensions. That's followed by 190 build errors with things like "'Serialization' does not exist in namespace 'pathfinding'" which are likely just because of this one error.
Suffice to say, all development is ground to halt with this. Quick support would be most welcome.
Edit - yes, commenting out those two lines using GetRendererBounds allows the project to built and I've clicked the 'Install' button for Android Native. The method is still not found.
Edit - I found the SA_UnityExtensions script in a backup. This doesn't appear to be part of the Android Native package? Was it installed with IOS Native and then removed when I uninstalled Android Native in order to update it?
Anyway, the reason I was updating was to try and fix a manifest merge error, which hasn't gone away with the update.
D:\_Programming Stuff\Unity\ionAXXIA\Temp\StagingArea\AndroidManifest-main.xml:6:16-49 Error:
Attribute application@icon value=(@drawable/app_icon) from AndroidManifest-main.xml:6:16-49
is also present at AndroidManifest.xml:13:9-45 value=(@drawable/ic_launcher).
Suggestion: add 'tools:replace="android:icon"' to <application> element at AndroidManifest-main.xml:6:3-36:17 to override.
lacost, I'm sorry, could you explain a little more about GooglePlusAPI.Instance.ClearDefaultAccount();?
Sometimes it works as intended, but in most cases it still connects default player on next
GooglePlayConnection.Instance.Connect (); (happenes like 10 times more often than I see actual account selection screen)
I'm waiting for player to be disconnected, then much later initialize new connection.
I even tried GooglePlayConnection.Instance.SignOut() still with no luck.
Is that a common ANP or GPS behaviour? What should I do for workaround?
[Using Android 5.1.1]
Hey @SoftwareGeezers SA_UnityExtensions is not longer part of the plguin. But we messed up with files GUIid so it may not be properly removed. Sorry about that.
And that is why we are making the Android Native Pro we have a lot of issues with original Android Native. It most likely will be deprecated in 1-2 month after Pro version is released.
I am already distributing Android Native Pro alpha2 on Monday. The last step left for alpha 2 is an automatic testing implementation. So again if anybody interested to give it a try and send us early feedback it would be much appreciated. Also The Asset Store version will be live in a week.
Android Native Pro meant to fix all the issue you guys have an even more. It will have fewer features, but we will be actively implementing it by a request. The most used feature is there so no worries.
@UniDro Hard to tell. Both of those should sing user out, so next time he try to sing in we will have to choose account again. I can't tell rught now why it's isn't wotkin. Besides Android Native uses old GMS API. We now need to migrate to the connectionless clients, which is already done in Android Native Pro. So you might want to give it a try.
I'm Not using Advanced sign in because of GET_ACCOUNTS permission (scary for users).
Maybe that's the case? Just try it by yourself. Add two google accounts on the device and try to logout and then connect again. If you can make it consistently than I would love to implement your version.
How can I get it? Actually I bought Android Native Plugin, then support team suggested to buy Ultimate mobile package containing ANP and also IOS Native. (What I needed at first place)
And now you suggest to buy another ANP? Android Native (Pro)? Is that a rename? An update or completely new package? And will Ultimate Mobile ever get fixes at this point?
There's also a very strange problem with AndroidDialog.cs. Callback is inconsistent. Most cases it just fire AndroidDialogResult.YES back.
I've added Log here and it returns
onPopUpCallBack 0 0 <=== On 1st button press
onPopUpCallBack 0 0 <=== On 2st button press
So clearly there's the problem, and its crucial for my game, because we strongly rely on users answers. What can I do to fix that?
onPopUpCallBack 0 0
The Android Native (Pro) - is a free update if you already have the Android Native Plugin.
The same as you can grab already stable IOS Native (Pro) if you have IOS Native.
New Google API does require GET_ACCOUNTS permission for those operations.
We recently updated Ultimate Mobile with unity 2018 fixes.
The current development plan is :
IOS Native Pro - done
Android Native Pro - alpha
Cross-Platform Admob - dev started
New Ultimate Mobile - planned
Once New Ultimate Mobile will be released. IOS Native, Android Native, Google Admod, Ultimate Mobile ill be deprecated. All existing users will able to get free updates.
If you are using Android Native Plugin directly. I strongly recommend to start the migration to Android Native Pro. I would be happy to give you all the possible assistance.
Hey guys, I am wondering if you want automatic testing system + Android Native Pro API test cases to be shipped with the plugin?
The reason I am asking is the following.
1) You will able to test API yourself making sure that everything you need is working, you may test it on specific device or platform.
2) You can make sure that all your settings is correct.
1) It's going to be A LOT of additional code, around 200 + classes
2) Before test we making configuration for own own environment, so you would not able to use "one button" test, since at least you do not have my keystore, etc. How every we may provide an option that does not make any configurations.
The version 9.11/25 of Android Native Plugin is the Android Native Pro plugin update or is not been approved in asset store yet?
It will override the actual Android Native Plugin? Because if i already purchased the plugin,0what is the correct way to update it?
Hey @ningunosentertai it's not being approved yet. But should be suuuper soon. A couple of days.
So, first of all, it will not be compatible with Old Android Native, So you will have to remove plugin completely before installing the new one. You can always request help wih this if you need.
As soon as Android Native Pro will be approved on Asset Store. All the users who already bought Android Native will able to upgrade to Android Native Pro. I will sen upgrade price to lowes number possible on Asset Store, this is 1$. No way to make it free, unfortunately. Or you can contact me and ask for a free voucher.
Hi @lacost, thanks for your reply.
What is the way to contact you ? in stan assets support email or here in the forum?
You can always contact me here, using the forum message system.
Linked In also a good way to get in touch
Android Native PRO is now available on store but i am not getting any upgrade options.
Can you please add upgrade option from Android native to Android Native PRO.
@indie_dev85 I can only do it after it released.
I just posted a first updated, since while it was in a review we have fixed and added A LOT of things. I also want to say thank you to everybody who helped me to test the early version.
Also, the upgrade option is now available for all existing users of the Android Native plugin.
I am using Stan's assets, but there are some problems in using.
I think you have to update the guide. Guide is different with package in many fields.
It occurs many errors.
HEy @WangXingZang may I ask are you using Only Android Native? What kind of API you have troubles with?
How about to migrate to the Android Native Pro??